Medium Aberration, Neutral Evil
Armor Class 16 Natural
Hit Points 98 (15d8 + 20)
Speed 40 ft., Climb 40 ft.
STR
8 (-1)
DEX
18 (+4)
CON
12 (+1)
INT
16 (+3)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws DEX +7, CON +4
Skills Stealth +8
Damage Vulnerabilities Fire
Damage Resistances Acid, Cold, Poison
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Prone
Senses Darkvision out to 60ft, Passive Perception 11
Languages Common, Deep Speech
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Ambush. On the first round of each combat, Arizona has advantage on attack rolls against a creature that hasn’t taken a turn yet.

Opportunist. If Arizona attacks a creature that is engaged in combat with another allied creature, Arizona gains advantage on that attack roll.

Shadow Stealth. While in dim light or darkness, Arizona can take the Hide action as a bonus action.

Innate Spellcasting. Arizona's innate spellcasting ability is Intelligence (spell save DC 14). She can innately cast the following spells, requiring no material components:

At will: Disguise Self

Spellcasting. Arizona is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a long rest. It knows the following wizard spells:

Cantrips (at will): Mage Hand, Prestidigitation 

1st level spells (3 spell slots): Silent Image, Sleep

Actions

Multiattack. Arizona makes two claw attacks and either one Flurry of Claws, one Unearthly Shriek or one spell.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 9 (3d6) psychic damage.

Flurry of Claws (Recharge 4−6). Arizona makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.

Unearthly Shriek. Arizona lets out an otherworldly scream, targeting any creatures she chooses within a 30ft radius centred on her. Those creatures must make a DC 12 Wisdom saving throw, rolling on the short-term madness table on a fail. Creatures who succeed the saving throw are immune to this affect for the next 24 hours.

Description

Once the youngest child of the Goodman family, Arizona became corrupted by the servants of the Underking. Now she is one of their finest sleeper agents, disguising herself until the perfect moment to strike.

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2020 1:38:47 PM
20
1
1
Coming Soon
PleaseBuyMyRavioli

Comments

Posts Quoted:
Reply
Clear All Quotes